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International creative arts magazine; tribe accepts submissions from all over the world, showcasing the best in visual creative arts every month
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4 TRIBE MAGAZINE ISSUE 4
EDITOR IN CHIEF
Mark Doyle
EDITOR
Ali Donkin
ASSOCIATE EDITOR
Tilly Craig
EDITORIAL DIRECTOR
Pete Davey
CLIENT DIRECTOR
Jean Camp
MARKETING DIRECTOR
Steve Clement-‐Large
RESEARCH
Hannah Doyle
COVER
Rosalind Chad
ART
Bex Edwards, Abigail Forster
PHOTOGRAPHY
Mark Doyle [except where noted]
CONTRIBUTORS
Glyn Davies, Rosalind Chad, Jelle Van Hulle, Kirsty
Ashford, Jamie House, Caitlin Karolczak, Michael
Buckland, Carlos Ezquerra, Chris Kelley, John Scarratt,
Stephanie Bunt, Abigail Forster, Dawn Sims, Dora
Alden
CONTACT
To submit work: [email protected]
To say hello: [email protected]
Full submission details can be found on our website:
www.tribemagazine.org/contact.html
Artists have given permission for their work to be
displayed in tribe magazine. No part of this magazine
may be reproduced without the permission of the
copyright holder(s)
tribe magazine is produced in Plymouth, UK by
Trico Creative CIC, company no 7982933
tribe
tribe is a submissions driven visual creative arts magazine. We
welcome contributions from all over the UK and the world, and our
aims are to showcase the very best in visual creative arts each month.
If you are a creative and would like to send you work to us (either art or
an article you have written) please send it to: [email protected]
WELCOME
This month it has been my pleasure to become part of the tribe
team. The past couple of weeks have been full of meaty
conversations which have kept my mind buzzing long after the end of
our meetings and a constant stream of original and thought
provoking ideas springing from every member of the team. In short,
after having spent only a small amount of time with everyone here at
tribe I have no doubt that we will be producing work which
continually provides something innovative and fully explores our
online format for a long time to come.
Talking of innovation, tribe:write, which will provide a platform for
creative writers to show their work in a completely fresh format, also
welcomes a new editor, Tilly Craig, whose passion and expertise will
see that tribe:write will be unique. Getting recognised and published
can be arduous, but we hope that tribe:write will help make that
processes a lot easier by creating a place for writers to take their
work on to that 'next step' on the journey to publication. The beauty
of tribe is that the team have managed to introduce so many ways for
creatives to show you their work. Not only will tribe:write give the
opportunity for writers to show their work but it also provides a stage
for illustrators too. The future of tribe holds many new avenues for us
to work with and promote the talents of up and coming illustrators.
One such opportunity can be seen on the opposite page. Each month
we would like to give over our contents page to an illustrator so that
they can show our readers their distinct style and imagination. So
come on illustrators -‐ show the world what you can do!
Ali Donkin, Editor
ISSUE 4 MAY 2012
ISSUE 4 TRIBE MAGAZINE 19
CARLOS EZQUERRA
Carlos Ezquerra is a legend. Co-‐creator of Judge Dredd and Strontium
Dog, his work has a huge cult following across the world. His art has been
a massive influence on modern comic book art and graphic novels. He
took time out of his busy schedule to talk to TRIBE.
How have things in the comic/graphic
novel industry changed over the course
of your career? Have things changed
for the better or worse?
Some things have changed for better,
but in general I think for worse -‐ young
people don't read comics like before as
they are more into video games, so
comics don't sell in the numbers they
used to.
You are partly responsible (along with
John Wagner) for creating two of the
most iconic characters in British comic
book history: Strontium Dog and Judge
Dredd. Has it been hard, over the time
you have been involved in with those
characters, to maintain the standards
expected from the fans? What process
do you go through when creating a
new story/strip?
It hasn't been hard because those
characters are like part of us, so they
came out quite naturally. When I am
with a new story I try to imagine it like
a film, trying to match the look of the
characters with the way they move and
act, trying to be true to the idea that
the face is the mirror of the soul.
ISSUE 4 TRIBE MAGAZINE 21
How do you feel about Dredd as a
character? Both Dredd and Strontium
Dog strips have strong political
undertones -‐ Dredd about state control
and Strontium Dog about alienation
and discrimination. What social
themes, if any, were you aiming to
bring out through these characters?
Those were the aims when we started;
remember both characters were
created in the late 1970’s. Margaret
Thatcher was in power and it was the
time when real state control was
starting. Now we are near the world of
Dredd which we never dream in those
days. Nowadays even the riot police
look as menacing as the judges, or
even more! As for the Strontium Dog,
what can I say? Discrimination is a
close part of human nature; sometimes
it is skin color, religion, sexuality,
languages, anything that is different
can be considered ‘a menace’.
There is a new Dredd film out later this
year. Were you nervous about Dredd
being portrayed again on film?
Not at all, I never knew it was going to
be a film until I read it in the press!
ISSUE 4 TRIBE MAGAZINE 25
Why do you think the Dredd strip still
holds such an appeal in 2012?
I suppose for some people it is a satire
about real life, but I think mainly
because the scripts and the artwork
are so good. John Wagner has been the
creator of a character larger than life,
and during all this years he changed
Dredd from being a two dimensional
character to a more complex one,
almost human being or as human as
Dredd can be, naturally. John is a
extraordinary writer and the fact he's
been doing most of the scripts ever
since Dredd first appeared makes the
story unique and a complete universe.
Comics have always been an area of
art that has traditionally been seen as
frivolous and of low cultural value by
many literary critics. Are comics still
relevant?
Comics still are seen as of a low
cultural value, even if the film industry
constantly plunder them for new
characters and creations. In general
they still consider the comics’ creators
as second or third rate, just good
enough to use their creations, and not
always used well.
26 TRIBE MAGAZINE ISSUE 4
How does it feel to have contributed so
much to the success of 2000AD?
I think all the artists who worked for
2000AD have contributed to the look
of it.
What are working on currently? Are
there any new projects on the horizon?
I’m just finishing a story of Durham
Red, the vampire girl from Strontium
Dog, with Alan Grant. Also the third
part of Tankies, a war story with Garth
Ennis, and I'll start soon another part
of the Life and Death of Johnny Alpha,
with John Wagner.
28 TRIBE MAGAZINE ISSUE 4
Jelle van Hulle is a Belgian video
armst. He received his masters from
Sint Lukas Brussels. His art pracmce
currently involves the use of mixed
media, video smlls and short films
that have been selected for several
European art galleries and fesmvals,
including the internamonal film
fesmval Gent, Brussels and Annecy.
Jelle’s work is always a search for the
possibilimes of modern graphic
techniques.
ISSUE 4 TRIBE MAGAZINE 31
He produces series of these works and
the end results are video footage,
digital photographs and/or inkjet
prints; the armst breaks and replaces
serial based works with uniqueness
and originality, that is irreproducible.
By working with delicate material:
used paper, old fabrics, collages and
glue, with spots and errors, he
explores the limits of prinmng and
printmaking. This results in an armsmc
texture that quesmons the usefulness
of perfect pictorials in today’s digital
world.
jellevanhulle.be
ISSUE 4 TRIBE MAGAZINE 39
MIchael Buckland
42 TRIBE MAGAZINE ISSUE 4
Jamie House
Stranger: MemoriesThis project is a result of me producing images of other people’s
memories that I have mined from the internet on various social media
sites. These people have befriended me online but are not people I
have met in person.
Each image is produced by a long exposure focused on a computer
screen while browsing a stranger’s social media images he or she has
posted on their Flickr and Facebook accounts. The resulmng images are
digital landscapes of people and their memories.
I have access to people’s memories, vacamons and celebramons which I
record in one single-‐image; a portrait of someone I do not know.
The resulmng images are layers of images and mme within someone’s
life. This project invesmgates how we disseminate and share images in
the public domain and makes us consider issues of representamon and
privacy.
This series also invesmgates what happens to people’s online
memories when someone dies. What are the implicamons of us
making all our informamon available online? Social media is currently
popular but what happens if this ceases to be the case: what happens
to our memories and who will have access to them?
jamiehousephotography.co.uk
64 TRIBE MAGAZINE ISSUE 4
THE LEOPARD PRINT SET
Plymouth based designer
Stephanie Demelza B
showcases her latest
designs
ISSUE 4 TRIBE MAGAZINE 65
DESIGNER: STEPHANIE DEMELZA B FASHION
MODELS: BETH COLQUHOUN, SKY WEEKES
STYLIST: SALLY BURNE
ACCESSORIES: SUNDAE GIRL
PHOTOGRAPHY: MARK DOYLE
LOCATION: WHITE RABBIT, PLYMOUTH
74 TRIBE MAGAZINE ISSUE 4
STEPHANIE DEMELZA B QUICK INTERVIEW
How did you get started in fashion?
I think my interest into fashion started when I was about 15. Being heavily influenced by rock music and alternative fashions I wanted to make myself outfit’s that nobody
else was wearing and that couldn’t be bought in the shops. I remember the first item of clothing I made was a patchwork denim skirt. It was actually a really ugly skirt but
when wearing it I got loads of compliments that inspired me to make and accessories more outfits.
Your work is clearly influenced by 1940's and 1950's fashion. Why is this era so fascinating for you as
a designer?
My designs are very much inspired by music, alternative fashion and the idea of fantasy and fairy tales. For my very first collection I was inspired by the Japanese
Lolita fashion and created girlie dresses that were very theatrical. Then for my next collection I researched into Science Fiction architecture, my designs were abstract and
high fashion. Since then I have been working on a Gothic Glamour collection as well as commercial clothing for my shop.
Can you describe the way you work? How do you take your ideas for an outfit and make it real?
What is the process?
When designing a collection I tend to think of a theme, and then create a scrapbook of mood boards, sketches, fabric samples and inspiration.
Sometimes the fabric alone inspires me but I get better results when I take my time
and research the subject. I start sketching ideas, which then escalate in to bigger and more enhanced ideas. I research in to fabrics and pattern cutting techniques to add
shape and distinctive details.
ISSUE 4 TRIBE MAGAZINE 75
Is fashion capable of making an impact and meaningful artistic statement?
Of course! All fashion designers strive to be different and to make something that’s unique and that will stand out. Fashion is a different way of expressing creativity by
producing wearable art.
How would you define the style your line exemplifies?
There are two styles to my fashion brand. There is my younger alternative side that wants to make fun, cutesy dresses infused with prints, ruffles and lots of lace! Then
there are my mature designs, which have a sexy, high fashion feel. It all depends on what is inspiring me at the time.
What are you currently working on? What can we see from you in the near future?
I am currently working on private commissions as well as a new collection that will be
sold through my shop. Can’t say what you’ll be seeing from me in the future. I have so many ideas I’m not even sure where to start, so that will have to be a surprise for
everyone including myself!
If you could collaborate with another creative on a clothing line, what and who would it be? What
would the finished piece look like?
Well I have actually been talking with a talented fine artist and an awesome graffiti
artist about collaborating. I don’t want to say too much but the concept of combining graffiti prints in to a collection could look awesome! <
stephaniedemelzab.bigcartel.comstephaniedemelzab.blogspot.co.uk
ISSUE 4 TRIBE MAGAZINE 79
Lo-Res Revolution
glyn davies gets pixel-elated
Digital art in the modern era has much to recommend it. There is a
bewildering range of graphical and artistic tools available for home PCs,
often as freeware, which allows even talentless laymen such as myself to
create something approaching “art”. Whatever your creative discipline,
there is a computer program or app which will, depending on your point of
view, either enhance your natural ability or cover up your complete lack of
talent. Some modern painting programs allow for a range of painting styles,
and will even simulate textures and physical brush-‐strokes for that added
note of realism. Even David Hockney uses an iPad these days, for god’s sake.
>
pic:
Jud
e Bu
ffum
80 TRIBE MAGAZINE ISSUE 4
Computer graphics have long passed the point of photorealism, so much so
that they can now be inserted seamlessly into movies without having to
explain the third-‐rate CGI by setting whole thing in some Tron-‐like neon
dystopia. In the past, CGI has succeeded only in dating a film to a specific
point in time, whereas more ‘organic’ special effects, such as those used in
films like Close Encounters or the original Star Wars trilogy, seem to have
held up quite well over the years. In their day, these were real “how did they
do that?” moments, and still look impressive some thirty-‐five years on.
George Lucas might have thought he was being terribly clever and oh-‐so-‐
cutting edge when he employed CGI extensively in his trio of Star Wars
prequels a decade or so ago, but even before they were a few years old, CGI
technology had advanced to such an extent that Lucas’ effects looked little
better than you’d expect to find in a fairly run-‐of-‐the-‐mill videogame.
Indeed, modern movies are looking more and more like videogames, while
videogames themselves have long looked like movies. This is how far the
lines have blurred between the two, and goes some way to explaining the
number of blockbuster films that are now based on popular videogames,
when in years gone by, it used to be the other way around. As for CGI in
movies, it no longer impresses us the way it used to; these days we just
accept it as a normal part of the movie experience, if we notice it at all. We
know how they did it, and we no longer care. As the years pass, popular
culture is defined more and more by the march of technology and,
eventually, finds itself creatively neutered by it. Yes, in many ways
technology is great. It allows us to do some quite staggering things relatively
cheaply that twenty or even ten years ago were beyond our technical or
financial ability. But so what? >
ISSUE 4 TRIBE MAGAZINE 81
Sometimes, in order to stay in touch with our own natural abilities, we need
to get back to basics. The Luddites understood that. Just because a machine
can do the work of ten people, that’s not necessarily a reason to install it and
make nine people jobless and destitute as a result. Which is where the
enduring popularity of pixel art comes in. For the past fifteen or twenty
years, a new wave of technological Luddism has been worming its way into
the consciousness of a public that has been completely seduced by
technology.
Pixel art, and in particular 8-‐bit pixel art, celebrates the limited graphic
capabilities of older computers, especially those that ruled the 1980s. It
might be created directly on said old computers or it might just be made to
look like it has been. Speaking personally, I much prefer the former – new
art created on old technology has added authenticity, and it takes a certain
determination to create something within such strict parameters. Creating a
brand new piece of art using an ancient Commodore 64 and a copy of OCP
Art Studio is definitely hardcore in my book. But that’s just me. The reality is
that 8-‐bit art has moved far beyond the simple, vibrant, blocky computer
graphics that inspired it. Today, it can take in considerably more ancient (or
‘retro’, if you’d rather) artforms such as sculpture, embroidery or mosaic,
which in particular lends itself perfectly to the comparatively low-‐resolution
images that this archaic technology produces.
So what’s the appeal?
Nostalgia obviously plays a huge part. The pixel art scene runs in tandem
with other 8-‐bit inspired movements, such as the retrogaming or chiptune
scenes. Retrogaming is self-‐explanatory. There has long been a huge market
for old-‐school videogames, either on their original platforms – physically, or
emulated on a modern PC or console -‐ or through updated versions on
modern platforms, and in particular mobile phones. >
82 TRIBE MAGAZINE ISSUE 4
Chiptunes, very simply, involve musicians creating new pieces of music with
old computers, or at least incorporating these old computer sounds into new
pieces of work. The Commodore 64, which for its time had a very advanced
sound chip that was basically a mini-‐synthesizer, and which had a sound all
of its own, not to mention of its era, is particularly popular in the chiptune
scene.
The popular 8-‐bit machines of the 1980s, such as the ZX Spectrum and
Commodore 64, still have a devoted army of adherents who delight in
pushing these ancient computers to their absolute limits in terms of graphics
and sound, which they show in the form of ‘demos’, which are often quite
impressive (given the technology used) audio-‐visual programs which run on
the original hardware itself or an emulated version of it on a PC or Mac. The
‘demoscene’, as it has become known, has existed for almost as long as
home computers. But it was popularised in the late 1980s by the emergence
of 16-‐bit machines such as the Commodore Amiga, on which talented teams
of amateur programmers, graphic artists and musicians would produce
demos with the sole purpose of showing off the abilities of both computer
and coders. This in turn led to a small retrograde demoscene using less
powerful hardware, which, like the Amiga scene, also still exists to this day.
So, nostalgia aside, what of the aesthetic qualities of 8-‐bit graphics? On the
face of it, they don’t seem to have a great deal going for them: blocky, low-‐
resolution images, often indistinctly defined and hampered by a limited
palette and very little in the way of texture or shading. Yet, at the height of
the 8-‐bit machines, graphic artists managed to perform a range of minor
miracles on these machines, as one look at a loading screen designed by
David Thorpe or Bob Stevenson will confirm. Often, limited technology
inspires such ingenuity. >
ISSUE 4 TRIBE MAGAZINE 83
When 8-‐bit computers were succeeded by 16-‐bit in the late 1980s, it took
the new generation a while to find its feet. Spoilt by what seems like
unparalleled graphical capability, games developers initially neglected to add
anything more in the way of actual gameplay, something that has continued
through each successive generation of computer technology: the product
looks better, but all too often, it isn’t.
This is why gamers of a certain age look on the 8-‐bit days so fondly, and why
the era continues to be mythologized. The real classics from that era, that
select group of 8-‐bit games that hold up well even today, were good because
they had to be, because programmers didn’t have anything approaching the
bells and whistles today’s technology gives them, including the ability to
conceal a multitude of sins behind impressive graphics. There was dross in
the 8-‐bit days too, of course, and plenty of it. But most of the bad games
sunk without a trace and were forgotten almost immediately. As is so often
the case with nostalgia, it is only the good things about a given era that
remain preserved in the mind – and indeed in culture as a whole -‐ for
posterity.
Despite its obvious limitations, the 8-‐bit graphics style does have a certain
charm, especially in the hands of an able designer. 8-‐bit graphics tend to be
associated with solid, vibrant shapes, bold primary colours and above all,
simplicity. And it would be fair to say that some of these simple forms have
proven to be little more than iconic. Even in the 1980s, non-‐videogamers
could recognize the outline of a Space Invader or Pac-‐Man, say, and know
what it was. And, of course, there is the podgy Italian plumber who became
the instantly recognizable mascot of a certain Japanese videogame
corporation. It’s with familiar images such as these, along with many, many
others, that computer graphics begin to enter the noisy environs of pop art.
>
84 TRIBE MAGAZINE ISSUE 4
Indeed, the 8-‐bit style lends itself perfectly to pop art. It is visually striking,
sometimes bordering on the kitsch, as well as being immediately accessible
and familiar enough culturally to survive the translation from computer
screen to more tangible, “physical” media. As a distinct art style in itself, it
also appears to be able to survive any contextual cauldron the artist cares to
throw it into. 8-‐bit inspired imagery has found itself in a variety of media,
from television to t-‐shirts, and everything else in between.
This isn’t a new phenomenon either. Thirty years ago, the computer graphics
of the era were often used to signify something “futuristic” or the relentless
march of technology. Today, those same graphics, or representations of
them, are used knowingly and affectionately, a nostalgic nod to a time when
almost everything electronic we interact with todaywould have been pure
science fiction, bordering on witchcraft. They are also still used, bizarrely, to
represent generic “computer graphics”, as if modern computer graphics are
just too good to be believable. There seems to be something lodged in our
minds that computer graphics are, and always have been, garish and blocky,
and we’re damned if the all the overwhelming modern evidence to the
contrary is going to convince us otherwise.
In the intervening years, pixel art has emerged as a genuine and very popular
art style, as well-‐attended exhibitions, particularly in the United States, have
demonstrated. It’s not hard to see why: it’s eye-‐catching, bright and
colourful, accessible and always pertinent to popular culture. Pixel art is
rapidly becoming a very crowded playing field but some genuinely talented
artists have managed to rise above the throng. Jude Buffum stands out as
my particular favourite pixel artist at the moment. >
ISSUE 4 TRIBE MAGAZINE 85
His work not only demonstrates a wry, satirical wit, but also a real knowledge
and understanding of 8-‐bit videogame culture, performing a slick balancing
act between romantic nostalgia and cultural commentary, which is
something a lot of pixel artists don’t really attempt – too many of them are
concerned with trying to be “ironic”, which to me seems to be missing the
point somewhat.
Far from being ironic, pixel art arguably occupies its own little bubble outside
irony. It is fuelled partly by nostalgia and partly by an artistic reaction to
what is perceived to be the uniform blandness of modern computer
graphics, however realistic they may look. But most importantly, it is – as
perhaps it has always been, even in its 8-‐bit infancy – a very genuine and
exciting form of artistic expression. <
You can see more of Jude Buffum’s marvellous work at judebuffum.com
pic:
Jud
e Bu
ffum
86 TRIBE MAGAZINE ISSUE 4
These Polaroid Painmngs are created using the chemicals inside of the Polaroid film. The chemicals begin
developing the second they are squirted up from the white frame and constantly interact and change over
the course of months. The pictures are aging, accident, mme, sex, technology, history, nostalgia, dissonance,
Rorshach, the female body, objectness, chance, horses, loss and a couple of other things.
Chris Kelleyfacebook.com/chriskelleyart
92 TRIBE MAGAZINE ISSUE 4
MIchael Buckland
94 TRIBE MAGAZINE ISSUE 4
VISUAL PROVOCATEURPlymouth based photographer, designer
and stylist Rosalind Chad talks to tribe
about her varied work and career.
96 TRIBE MAGAZINE ISSUE 4
Tell us the story behind the cover image of this issue of tribe and how that came about
Its a collaboramon with Alien Fox designs for the SenQent Project; this shoot was enmtled The Bird. The designer,
Foxy, specialises in custom adornments that are oven influenced by animals and tribal culture. The premise of
the project was based in the distant future and explored the idea of what the Earth would be like in a million
years mme. If human beings, arguably the only self-‐aware beings on this planet, were to change and we were
wiped out, there would be an evolumonary gap at the top of the food chain.
ISSUE 4 TRIBE MAGAZINE 97
The senment beings are the animals that would evolve to take our place; The first being is the huge plumed
bird-‐like creature -‐ dismnctly bipedal, beaumfully coloured and nimble. We worked with the model James
Francis to reflect a proud and noble creature. As a photographer I wanted to bring an otherworldly quality to
the images, using gels and hard lighmng I was able to set of the luxuriant textures and the myriad colours of the
headdress and shoulder piece to full effect. James pracmces marmal arts, so he is naturally very flexible and
disciplined with his body – under our direcmon he brought the strength and prowess of the SenQent Bird to life
vividly.
100 TRIBE MAGAZINE ISSUE 4
What are you currently working on?
I am currently working on a set of images exploring the idea of androgyny. I have three shoots for this project and I have
completed two so far. Society’s boundaries are in state of flux, traditional masculine and feminine boundaries are blurred
and this has been increasingly reflected in gender crossing fashion. During the first Androgyny shoot I drew heavily on the
concept of the dandy, the archetypal devotee to dress, and a term that is increasingly applied to both sexes. The styling
was all about the attention to detail, refinement and eccentricity. I worked with the model to try to produce images that
reflect an intellectual and nonchalant demeanour so central to the cult of dandyism. Charles Baudelaire defined the dandy
as one who elevates aesthetics to a living religion, and as a photographer this is something I can certainly identify with.
So its following on in a way from the 1920’s aesthetic of women wearing trouser suits and dressing in very male attire?
Yes, very much so. Strongly tailored and structured clothing has a wonderful sculptural quality that enhances the physique
of the wearer, whereas much of the clothing generally available seems reliant on the physical form of the wearer,
especially in women’s fashion where many designs diminish rather than flatter the average wearer.
I have long been interested in the power of clothing in determining our perception of each other, its ability to send
messages, hide and reveal, highlight and obscure. In the Androgyny Project I was aiming to explore the subtle ambiguity
and delicate confusion that androgynous clothing can engender in the viewer. I chose highly structured garments with a
strong emphasis on tailoring and detail. A sharp suit symbolises power, conformity, hard work and professional conduct
and is essentially masculine. It is often referred to as the battledress of the business man. With its instantly recognisable
sillhouette and credentials it was the perfect garment for my exploration of gender. I am fascinated by its subversive power.
What you wear effects how you think and perform and this phenomenon is referred to as enclothed cognition; it’s
fascinating to see how the clothing can instantly affect the demeanour of the models I work with. In this series of shoots as
well as styling them I am also researching and observing the differences in body positioning, demeanour, poise and gesture
between men and women. Through a combination of my observations, their application and the styling of the shoots so far
I have aimed to produce images that would not be gender defined, that would throw different signals to the viewer leaving
them guessing. I think androgyny makes us question our sexuality and identity. The fashion industry is captivated by the
androgynous and as a photographer I can understand why, when you photograph people you are often restricted by
gender conventions. When you throw these ideas out it allows you to work in a much freer and more creative way, I don’t
think you necessarily realise how influenced you are by convention until you question the things you take for granted. It’s
been a liberating and rewarding creative process.
ISSUE 4 TRIBE MAGAZINE 103
Photography is often a collaborative creative process -‐ how did you collaborate on these projects?
I originally developed the concept of the Androgyny project in collaboration with Jonathan Habens, who was also the
model for the first shoot. Jon had been studying the concept of Androgyny for his dissertation for the final year of his
illustration degree. Strong influences we discussed and researched included Annie Lennox, Tilda Swinton, and the model
Andrej Pejic. Jon had captivating epicene looks that were the catalyst for the whole project.
The casting for the second Androgyny shoot was vital to it’s success, I was looking for a enigmatic female model with
boyish charm, and Maddison Jett with her lanky physique, cropped hair and strongly defined features matched the image
in my head perfectly. Both models had such great enthusiasm and commitment to the project. Maddison sourced the
beautiful suits you see her wearing from a local company the Fitzwell Collection in Barnstaple and John will be using his
skill as an illustrator for the final instalment of the Androgyny project which will play with the concept of Masquerade.
Empowerment seems a key theme of your work.
Yes! As well my personal projects and commissions I also offer Get Gorgeous photo shoots which are available through the
Visual Provocateur website and are held at The White Room studio. They are aimed at women who would like to benefit
from a confidence building experience, or would just like some great images for posterity. I photograph and style the
shoots and work with a professional creative team of make-‐up artists and hair stylists. I work closely with my clients to
make them feel at ease and so they can enjoy the experience of being thoroughly pampered and preened. I guide them
through how to pose effectively for their shape using lighting set ups that sculpt and enhance the body. My aim is for you
to leave the studio feeling beautiful with a set of inspirational photo’s to prove it. I know from experience that just as bad
images can really knock you confidence and in some cases lead to a distorted self image, a set of great images can
empower, enhance self esteem and boost your confidence immeasurably.
You’ve also been working with sculptor Philip Wakeham on a rather interesting concept...
We will be putting our heads together in the next couple of weeks and working on stage one of an exciting new concept
named the Trinity Project. The ethos of the project is to inspire a spirit of collaboration, a synergy that intends to reveal
how the pooling of creative talent and resources can produce work that emerges as greater than the sum of it's parts! We
are currently looking for a clothing designer to complete the trinity! <
CREDITS
Sentient -‐ The Bird: Headress, body paint and styling Alien Fox Designs, Model: James Francis
Androgyny Project: Photography, styling and make up Rosalind Chad, Models: Jonathan Habens, Maddison Jett
Clothing provided by Fitzwell Collection, Barnstaple
visualprovocateur.com
thewhiteroomstudio.com
104 TRIBE MAGAZINE ISSUE 4
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